Clerical Spell Specification

2. Improve Odds (also known as "Lucky Stars")

BTS: 50% (Wp)

ULT: 7 hours

Materials: a die or good luck charm

Actions: roll or kiss Materials

Effect of Throw: (T/20) FRU Lucky Stars

Max. Expenditure per sec.:    M  -5M2

Range: d feet -5d(d+1)/2% if specified, cast on another Being

Duration: 1t min -5t(t-1)/2%

Notes:

  1. Cast on a single Target Being.
  2. Target receives Lucky Stars which only they may apply to 3d6, d20 or d100 success rolls or saving throws they may make within Duration.  The Lucky Stars disappear as they are expended.
  3. Target can see the Lucky Stars floating around their head, so they know how many they have left.  Other Beings cannot see the Lucky Stars, though Truesight may enable them to be seen.
  4. Before rolling any such dice, Target may choose to modify the dice roll either way by up to M Lucky Stars. To modify a 3d6 or d20 roll costs 1 Lucky Star per point modifed (e.g. +2 on an Elementalist Spell Roll costs 2 Lucky Stars).  To modify a d100 roll costs 1 Lucky Star per 5% modifed (e.g. +15% on a saving throw roll costs 3 Lucky Stars).  Lucky Stars may only be expended in whole numbers, up to M Lucky Stars per second.
  5. Lucky Stars may not be expended on other dice rolls (e.g. Inititiative Rolls) or Damage rolls (even if Target happens to be doing 3d6 or d20 DAM) or upon d100 rolls made by the DM to see whether things happen (e.g. for Encounters).  They may be used for ChaosMastery (though the effects of this are likely to be unpredictable).
  6. Once all Lucky Stars from T have been used in this way the Spell Effect ends.  Duration may be extended to preserve unused Lucky Stars.
  7. Lucky Stars may be expended on a further Cast of Improve Odds during Duration to top up the available Stars.  Duration for all available Lucky Stars is then the longest remaining from any current Lucky Stars Spell on Target.  This only applies if Lucky Stars from the first Spell are used to modify the Success Roll on the second.